Space Gamer #47 (cover date January 1982) brings you more diamonds from decades long-departed – and the articles are fun to read, too!

In addition to the regular game reviews, news, and letters, this issue is dedicated to fantasy gaming. It includes the article "Remedial Role Playing" (co-written by Aaron Allston), which provides inspiration for making gaming about more than killing things; and a meaty adventure for Dungeons & Dragons titled "Kimberani's Tomb," where the heroes must investigate an Egyptian-themed enigma.

It also offers rules for making physicians more fun in Traveller; additional weapons and a scenario for Killer; plus a review, designer's notes, and errata for the solitaire game Barbarian Prince.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

Space Gamer #48 (cover date February 1982) swoops from the sky to serve up something special for nostalgic noggins.

In addition to the regular game reviews, news, and letters, this issue includes "Storm," the second in the series of Traveller adventures (a sequel to "Flare Star" from Space Gamer #46); "Symmkyn's Edge," a fantasy short story by noted sci-fi author Timothy Zahn (and including fantasy-game stats, written by Steve Jackson, for the story's magical weapon); an article from Aaron Allston about his Champions campaign; a discussion about how to not use miniatures to make a game more evocative; and designer's notes from the programmer of The Voyage of the Valkyrie (including amusing-in-hindsight details about where the 48K of system memory went when porting the game to the Apple II).

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

Space Gamer #49 (cover date March 1982) takes the first star to the right and heads straight on to the gaming hobby's past – and the articles are fun to read, too!

In addition to the regular game reviews, news, and letters, this issue has a mini-theme of Traveller. It includes "Tools for Terrorists" in the Traveller universe, plus an essay by noted game designer Greg Costikyan that – based on conclusions derived from energy calculations – Traveller is science fantasy.

It also includes an armored war machine for Car Wars that's disguised as a recreational vehicle; an essay that examines what Dungeons & Dragons is like without magic; TFT write-ups for the boomerang-throwing Flinger and the damage-sucking Blob (two effective characters that make a powerful team); and designer's notes for the Star Viking strategy game and the Beyond the Stellar Empire play-by-mail game. For fans of the classics, it also includes an in-depth review of Call of Cthulhu. (Spoiler alert: It's a good game!)

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

Space Gamer #50 (cover date April 1982) shoots first and answers questions later, with a trunk full of classic gamer goodness.

In addition to the regular game reviews, news, and letters, this issue includes "Sunday Drivers," a Car Wars supplement for two to three players and a referee; "Periastron," the third in the series of Traveller adventures (preceded by "Flare Star" from Space Gamer #46 and "Storm" from Space Gamer #48); a shapeshifters character class for Dungeons & Dragons; and a cumulative index from issues #15-49.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

Space Gamer #51 (cover date May 1982) reveals that yesterday's future is today's nostalgia – and the articles are fun to read, too!

In addition to the regular game reviews, news, and letters, this issue includes "School Holiday," a Champions adventure written by renowned author Aaron Allston; "Magic in Car Wars," which started as an April Fool's joke and ended with a fireball; rules for handicapped characters in TFT; the 1981 Game Survey Results (including Steve Jackson's analysis); a guide for thinking about how to turn your computer into a gaming aid; amusing examples of "dungeon graffiti"; Designer's Notes plus new rules and options for the classic RPG Star Patrol; and more!

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

Space Gamer #52 (cover date June 1982) rumbles from the past like an unstoppable tank – and the articles are fun to read, too!

In addition to the regular game reviews, news, and letters, this issue is targeted at Ogre/G.E.V.. It includes beginning defensive tactics for Ogre; strategies for tournament play; a quick-play variant called "Ogre Squash" (which uses modeling clay!); and "The Lone G.E.V.," a short story by game luminary Michael Stockpole – complete with game rules helpful for running the events of the story.

In addition, the magazine includes W.G. Armintrout's insight and advice for advertising a gaming club in a newspaper; "The Omni-Car," a super-spy vehicle for Traveller; useful information for solo TFT players; and more!

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

Space Gamer #53 (cover date July 1982) reaches for a star, catches it, and wraps it up in a bite-sized bundle, with classic articles that are fun to read!

In addition to the regular game reviews, news, and letters, this issue includes a super-powered short story called "A Super Named John" (including write-ups for its four characters in Champions, Villains & Vigilantes, and Superhero 2044); "The Newcomers," the finale in the series of Traveller adventures (preceded by "Flare Star" from Space Gamer #46, "Storm" from Space Gamer #48, and "Periastron" from Space Gamer #50); Steve Jackson's tongue-in-cheek look at sci-fi and fantasy equipment we hope gamers never see; "Giving the Humans an Even Break," which provides optional rules to give humanity a fighting chance in The Creature That Ate Sheboygan; more hands-on insight into programming a computer for use as a game aid; and the first installment of a column about the miniatures industry.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

Space Gamer #54 (cover date August 1982) is retro-cool, like pausing a cassette to call a friend on a car phone so he'll bring you more quarters for the arcade – and if that sentence made sense, this installment is for you!

In addition to the regular game reviews, news, and letters, this issue includes advice and strategy on winning Star Fleet Battles; rules for magical backlash in TFT; an amusing short story about a conjuration gone wrong; creature stats for the classic RPG Wizard's Realm; information on how to make durable "megahexes," useful for all kinds of hex-based gaming; a report on the state of gaming in Sweden, circa 1982; the second column in a series about the miniatures industry; and more.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

Space Gamer #55 (cover date September 1982) is thrills, chills, and more than a few kills – all in a packet of packed pages!

In addition to the regular game reviews, news, and letters, this issue comes with a complete game: Necromancer, a two-player tactical fantasy game. This issue also includes a two-part article on advanced campaigning ideas (one for science-fiction, one for fantasy); winning entries in the "Magic in Car Wars" contest; advice and insight into playtesting a play-by-mail game; a review plus designer's notes for the minigame Grav Armor; and more.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

Space Gamer #56 (cover date October 1982) gives you a world between its covers, with room for more! Scientists agree: Here's a gallon of fun jammed into a quart-sized container.

In addition to the regular game reviews, news, and letters, this issue includes "Unnight," an in-depth world setting for Space Opera; a new heavy weapon – the splat gun – for Traveller; Steve Jackson's insight into how to translate D&D creatures to TFT; an in-depth review of the Pirates & Plunder RPG; and more.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!